Monday, October 29, 2012

For Sale

With the problems the real estate market has had over the past few years, it surprising that a real estate themed game can be so amusing.  But this quick, simple, money grabbing game, makes people laugh every time.

Overview

For Sale is a game of bidding in bluffing to get the highest ranking properties and then sell them for the most profit.

Players must manage their money during the bidding and property acquisition please.  They want to purchase the most valuable properties with the least amount of money.

Then players then try to outsmart, out guess and outsell the other players during the selling phase.  They want to sell the properties for the highest-valued Currency Cards.  The richest player at the end of the game wins!

Components /Set Up

The game comes with 30 property cards numbered 1-30 and 30 Currency Cards valued ($0 to $15,000 skipping $1,000--two of each.)  These cards should be separated by type and shuffled into separate piles.  The Currency Cards should be set aside for use in the second half of the game.  The property cards are placed face down as a deck.  


The game also comes with 60 silver $1,000 coins and 12 gold $2,000 coins.  In a 3 to four player game each person gets two $2,000 coins and fourteen $1,000 coins.  In a 5-6 player game, each player gets two $2,000 coins and ten $1,000 coins. 


With three players, remove six properties and six currency cards from the game without looking at them.  With four players remove two properties and two currency cards.  These cards are discarded and placed back in the box.

How to Play

There are two phases to the game.  During Phase One, players will be buying properties and then selling them during phase two.

Phase One:  Buying Properties 

Setup:  Turn face up the number of property cards equal to the number of players.  For example, three cards for three players.  All the face-up properties will now be auctioned so that no player goes empty handed.  Each player may bid or pass.  




Bidding:  The player who lives in the largest house begins and lays down any number of his coins onto the table. Play then continues clockwise around the table. The next player must decide whether he will bid or pass.  If they bid, the bid amount must be more than the previous bid.  Bidding continues around the table for as many times as necessary until all players have passed.  



Passing:  If a player passes, he takes the property that remains on the table with the lowest value.  He also takes back half his bid (rounded down).  For example if a player had previously bid $3,000, but decides to pass, they take back $1,000 into their hand. The rest of the money is returned to the bank and is placed out of the game.  After all players but one have passed, the remaining bidding player takes the highest valued property, but pays the full amount of their bid to the bank.  It is not necessary to bid anything to gain a property.  You can pass, pay nothing and secure the least valuable property at no charge. 

Tip:   Keep your money secret. 

Purchased properties are placed face down in front of the player who purchased them.  The player who took the most valuable property turns over the next set of Property Cards for auction and continues to p0lay by bidding or passing.  This continues until all of the Property Cards have been sold.  When this occurs Phase 1 is finished.  Unused coins are kept by the players.  They will be worth their face value at the end of the game. 


Phase Two:  Selling Properties

Now players are going to sell their property cards and earn some money.  In this phase, the Property Cards will be sold for Currency Cards.  As in Phase 1, the same number of Currency Cards will be turned face up as there are players.  Each player takes his Property Cards into their hand and places one Property Card face down in front of them.  Once all players have a face-down property card, they turn over the cards simultaneously.  The player who has played the most valuable Property Card takes the highest-valued Currency Card.  The player who has played the second highest valued Property Card takes the second highest-valued currency card, and so on.  Property Cards are then discarded from the game.

Game End

The game ends when all players have sold all of their properties.  Players add up their Currency Cards and remaining Coins.  The richest player wins.  Ties are resolved in favor of the player with the most remaining coins. 


My Thoughts

Most of my friends are gamers and it can be very difficult to entice them into playing a game.  One game that has been a hit is For Sale.  Now, it helps that the theme of buying is selling appeals to them, but the simple and fast game play may be the bigger selling point.

For Sale is definitely easy to teach to new comers.  The two phases can be broken up and explained separately so players can start Phase One, after a few minutes of rules explanation.  As the properties are placed on the table there are usually a few good chuckles as players view the artwork.  I must admit the outhouse card is pretty funny and the idea of selling a space station is also rather amusing.  I like the cartoon artwork of the cards.  It really goes along with the fun light-hearted nature of the game.

Because it is a card game there is definitely luck involved in the game.  All the highest priced cards may come out at once and players might end up paying very little for a really good card.   The strategy of Phase One comes in as players decide when and how much to bid.  Managing your money and knowing when to bid high or low is very important during this phase. 

And, like in the real world, players just might drive up the bidding price to encourage their opponents to bid just a little bit more.


As players gloat over their acquisitions from Phase One the fun begins again as the Currency Cards show up to the table.  That element of poker, not showing your hand, pushing your luck, and hoping you have the best strategy kicks into high gear in Phase Two.  Now players must read their opponents, remember the properties they acquired, and make the best choice of property to put down.  Being able to bluff would be a bonus in this round.  In the end, this phase always brings more laughs as players realize that the manhole just sold for $7,000. 

No matter the outcome, players are smiling at the end of For Sale and of course asking to play another round.  Non-gamers, hobby gamers, families and so forth could get a lot of enjoyment of this simple game.  It a light filler that will remain on my shelf for years, not only because I enjoy it,  but my friends do, as well.

Quick Stats

Designers: Stefan Dorra
Artists:Alvin Madden, Klaus Wilinski
Publishers: F.X. Schmid, Gabinete Lúdico, Gryphon Games, Ravensburger, Überplay, Wargames Club Publishing, Взрослые дети
Players: 3-6
Game Length: 20 minutes
Ages: 8 and up

Picture Credits: Penny (kittyangel), Gábor Iványosi-Szabó (Artax), Jed Hastwell (nnjed), Ender Wiggins (EndersGame), Michael Jordal (Jormi_Boced)(2), Ender Wiggins (EndersGame),  Fred CS (Gryphon Eagle), Agnis Skuskovniks (Biku-Beku), Ender Wiggins (EndersGame)
 
Thanks for sharing your great pictures!

Saturday, October 13, 2012

Timeline: Inventions

As you pop open that can of soda or erase that stray pencil marks from your paper do you ever wonder when these things were invented or which was invented first?  Was the ball point pen invented before or after the rubber band?  Was penicillin discovered before the rabies vaccine?  They are all important inventions and discoveries, but do you know the answers?

Timeline provides those answers in a novel little game.  It that takes something very educational, a timeline, and makes it into a fun, fast paced trivia game. 

Components / Set - UP

There aren't many components that come with Timeline, but the ones that do are very nice.  There are 109 small cards with the name of the invention and its image on one side and the same information plus the inventions or discovery date on the other side.  These cards are very small.   I would prefer larger cards, but the size works for the game.  The artwork is lovely and the cards are all easy to read.  The different themes of the cards (Inventions, Discoveries, Historical Events, Monuments, Arts & Literature, Music) are color coded on the date side of the cards.  Those who are color blind don't need to worry, the colors are not critical to the game.

The other great component of the game is the nice tin that the game comes in.   It is small but all the cards fit nicely in the insert. The tin is very eye catching sitting on the self.

To set up the game you first shuffle all the cards and deal a certain number to each player.  For 2 to 3 players each player receives 6; for 4 to 5 players 5, and 6 to 8 players 4.  Experienced players are free to agree at the start of the game if they wish to start with a different amount of cards.  These cards are placed "date side" down in front of each player.  The rest of the cards are placed in the middle of the table.

The first card from this pile is placed "date side" visible in the center of the table.  This will be the first card in the timeline.

Goal of the Game

To be the first player to place all your cards correctly in the time line and be the only player with no cards remaining in front of you at the end of a round.

Game Play

The game is played over a number of rounds.  In each round, the players take turns clockwise.  A round is complete after all players have taken a turn.  To begin the game, the first player must play one of his or her cards next to the starting card.

If the start player thinks that the invention or discovery on the card was made before the starting card, he or she places the card to the left of the starting card.  If they think the invention or discovery was after the starting card, they place it to the right of the starting card.

After a card is played, turn it over so the "date side" is showing, and check that the card has been placed correctly in chronological order.

If the card was placed properly, it is left there, "date side" up, and the player's turn is over.  If the card was not placed properly, it is returned to the box.  The player must draw the first card from the card pile and place it in front of him or her "date side" down, next to their other cards.

Now the next player begins their turn.  If the first player has played his or her card properly, the second player can now choose between three spaces in which to place their card: to the left of the two cards already player, to the right, or in between them.

If the first player hasn't player their card properly, the second player has two options (to the right or to the left of the starting card.)  If the second player is able to play their card properly, it remains on the table with the "date side" visible.   The timeline is simply rearranged so that the a space is left between each card.  

Players continue taking turns this way until one or more players has successfully added all their cards to the Timeline. 

Special Rules

During the game, it is possible that a player will play a card with the same date a a card that has already been played.  In this case, he or she must play the two cards adjacent to each other.  the order of these two cards does not matter.  

End of the Game

At the end of each round, check to see if any player have no cards in front of them.  If no one was able to play their last card correctly, start a new game round.  If one player correctly player this last card they win the game.

If more than one player correctly played their last card in the same game round, the game continues.  All players who played their last card remain in the game and the other players are eliminated.  The remaining players each draw one card from the card pile, and they continue playing until there is only one player in the game round who plays his or her last card correctly.  The player who does this wins the game.


In Short

When it is your turn, you must play one of your cards in the correct "point in time."  If you play the card correctly, you will have one less card in front of you.  If you play incorrectly your card is returned to the box and you must draw a new card.  If you are the only player in a game round to correctly play your last card, you are the winner.


 
My Thoughts

Timeline is an incredibly simple game.  The rules can be taught in five minutes are less.  Games usually last less than 15 minutes and are surprisingly fun.  There are usually some tense moments as players debate where do place their inventions.  That tension increases as the game progresses and the timeline grows longer.  Table discussions and laughter abound as players' thoughts are confirmed or they are devastated to learn they were incorrect.

Of course people who are good at trivia, history, or science may have an advantage over the rest of us.   Yet, I've seen even the best trivia people, stumped by a few of the cards.  Also a good guess is sometimes just as successful as knowing the right answer; and it can elicit an even greater celebration when the player gets it right.

Timelines are great learning tools.  Seeing the linear development of our history puts events, discoveries and progress of human knowledge into perspective.  Families can use Timeline as both a fun game, and a learning exercise for their children.  

Younger children may struggle with the dates and unfamiliar inventions so 8 seems light a good starting point for this game.  Parents probably would also have the advantage of age and prior knowledge over their children, but you might be surprised on knowledge and thought process of your children.

There are certainly some concerns will players eventually learning and remembering the dates on the cards.  There can also be some debate about whether some dates are correct.  The new versions of the game, Historic Events and Discoveries, should add some re-playability as cards can be mixed in or removed.   I haven't been able to pick up these but I they are on my want list.  I love the novel, simple, and elegant game play of Timeline.  It great to play with family and a fun filler for hobby gamers.  If you end up memorizing some of the dates should you really be upset at the game, or thank it for teaching you something.  Either way, Timeline is yet another game that makes learning fun!


Quick Stats:

Designers: Frédéric Henry
Artist:  Xavier Collette, Nicolas Fructus
Publishers: Asmodee, Hazgaard Editions, Kaissa Chess & Games, REXhry
Players: 2 -8
Game Length: 15 minutes
Ages: 8 and up


Picture Credits:  Rob Robinson (zombiegod), Rafal Szczepkowski (cnidius)(2), Rob Robinson (zombiegod), Rafal Szczepkowski (cnidius), Rob Robinson (zombiegod),  Dashiell Pinar (Chuke95)

Thanks for sharing your wonderful pictures!

Friday, October 5, 2012

10 Days in Europe: A Review

Out of the Box Games is known for making games that are both fun and educational and games that are easy to learn, but make you think.  Of their games, my favorite series has to be the 10 Days in Series.

These games help you learn geography while presenting you with a simple yet thoughtful game play.

Components / Set Up

I really appreciate the quality of the components in the 10 Days series.  The tiles, the card holders, and the box itself will hold some abuse.

Since I use these games a lot in the classroom they certainly see some abuse.  I don't feel like I have to worry about hovering over the game to make sure the students use it properly.

The game comes with 48 Country tiles.  These are heavy card-stock.  The countries are one of five colors: green, blue, orange, pink or yellow.  There is one tile per country, except for Denmark, France, Russia, Germany, Spain and Sweden, for these there are two.  There are also 19 transportation tiles.  There are no tiles for Andorra, Gibraltar, Liechtenstein, Malta, Monaco, San Marino, and Vatican City.  These countries are also not listed on the board.

The tiles show the name of the and the name of the capital, a outline map of the country with the location of the capital, the population, and the square miles of the country.

There are 2 airplane tiles of each color.  And there are nine ship tiles: four for the Atlantic, three for the Mediterranean, and two for the Baltic Sea.

When you pick up the box you will notice how heavy it is.  Most of the weight comes from the wooden card holders.  Each player gets two of these were they will secretly store five tiles in each holder.

The board is a Political map of Europe with the countries colored the same color as the country tiles.  All the countries and seas are labeled.

The game is set up by putting the board in the center so that every player can play it.  Its purpose is as a reference for the color and location of the countries.  Nothing else is placed on the board. 

Each player is given one set of tile holders and places them in front of them so that they can see the Days 1-10 displayed in order, facing that player.  All the country and transportation tiles are placed face down in front of the players and mixed.

Object of the Game

Players are trying to use the country and transportation tiles to chart a ten day course across Europe.  The first person to complete a journey, where each day connects to the next day is the winner.

Game Start

Players must first fill their tile holders.  They do this without taking turns.  Each player will randomly draw a tile, look at it, and place it into any open location, Days 1-10.  Players will continue to draw, and place, one tile at a time, until all players have placed ten tiles in tile holders.  Once a player places a tile they may not be moved within the holder.  However, a tile may be replaced during a players turn.

Players need to make sure that the others cannot see your tiles.

After the players have filled their holders, all remaining tiles should be stacked, face down, to form a draw pile.  The top three tiles should be placed, face up, next to the draw pile to form the discard pile.

Now, select a player to take the first turn. Turns will continue clockwise.

Game Play

During a players turn they will draw a tile and then place the tile.  Players may select the top tile from one of the three discard piles OR the top tile from the draw pile.

If a player depletes the draw pile, all tiles in the three discard piles, except the top tile on each pile, are shuffled together to form a new draw pile.

Next, the player must  replace any one of the ten tiles in the tile holder with the drawn tile, or discard the tile, face up, onto one of the three discard piles. If the player replaced
a tile in the tile holder, the replaced tile is discarded, face up, on one of the three discard piles.

If the player selected the last tile from a discard pile, that tile must be replaced by the newly discarded tile. As a result, players will always be able to select from three discard piles, as well as the draw pile.

Making Connections

Tiles should be placed so they make connections in one of three ways:  connections by foot, connections by ship, or connections by airplane.

Connecting by Foot: Players may travel by foot from one country to a bordering country. The bordering country tiles are connected to each other when they are positioned side-by-side in the tile holder.

A solid black line across a body of water indicates a connection by bridge and a broken black line indicates a connection by ferry (therefore by foot). Two country tiles are considered connected if there is a black line, solid or broken, connecting the two countries on the map, or if they are located next to each other.

Connecting by Ship: Players may travel by ship from one country to another country by sailing on the sea or ocean which borders both of the two countries being connected. When a ship tile is positioned between the two country tiles, these three tiles are connected to each other. Ship tiles may only be used for making connections on the sea or ocean designated on that tile.


Connecting by Airplane: Players may use an airplane to fly from one country to another country of the same color. When the airplane tile is positioned between the two country tiles, and is the same color as both country tiles, these three tiles are connected to each other.

Winning the Game

If at the end of a player’s turn, that player has a completed ten day journey, they win 10 Days in Europe!  But, they must show that each day is connected to the next day in his or her tile holder.

For the journey to be complete it must also meet the following criteria.   The completed journey must start with a country tile and end with a country tile.  Five countries have two tiles each, indicted by the * symbol. Two tiles from the same country may be included in a completed journey as long as the tiles are not placed next to each other.   It is not necessary to include either an airplane or a ship tile to complete a ten day journey.  Transportation tiles placed next to each other, do not form a connection.


My Thoughts

I have found that the 10 Days In Series are a group of intellectually challenging games who can be used in a variety of settings. The rules are simple to teach and easy to remember.  After just brief explanation of the rules you can get started. Players will soon realize that though the rules are simple, and the idea of connecting ten days of a journey seems easy but actually completing the journey can prove a challenge.

There is a bit of a poker element to the game.  You need to hide your plan from you components and not give away a good or even a bad hand.  You cannot give away what countries or transportation tiles you need, but it isn't always easy.  I also like the push your luck elements of the game.  You may really want that Germany tile, but it isn't in the correct space.  So, do you put it in the discard pile hoping it isn't covered or taken by another player?  Or, do you just leave it where it is and change you original plan.  I seem to change my plan quite often during this game.

There is no denying the educational element of this game.  I certainly have used multiple copies in my classroom.  Many times students resist games that seem educational.   That has never happened with this game.  Students love the tiles, the map, and of course the tile stands.  They like looking at the stats on the tiles and trying to say the names of the capital cities.   Reykjavik stills stumps most of them.

I do wish that they perhaps had chosen some different statistics than population.  While population doesn't change much from year to year, it does change every year.  Perhaps a more stable statistic such as highest or lowest point would have been a better choice.  But this is certainly a minor complaint.  And while the artwork is nice and simple it also seems a little bland.  If they ever made a 10 Days in Beautiful Europe, as they did for Africa, I would be tempted to purchase a new set.


10 Days in Europe is just as comfortable on the kitchen table as it is in the classroom.  It is a wonderful family game.  Those people looking for a really deep exciting game won't necessarily find it here.  If you want a game that you can play with both young and older family members this is a game for you. 

The theme won't scare anyone off.  While it does involve geography you don't have memorize the map since it is right there and don't worry, it isn't cheating to look.  There may even be some fun discussions of where exactly is Macedonia again or do you the capital of Latvia?  

While I like all the games in the 10 Days Series, Europe is definitely my favorite.  I like the ship connections and the using the ferries to connect countries.  I use this more in my classroom than in my home yet it has been a hit with my family.  So if you are looking for a gateway / family game that isn't Ticket to Ride, give the 10 Days in Series a try.  I don't think you will be disappointed.


Quick Stats:

Designers: Grafik Studio Krüger, Alan R. Moon, Aaron Weissblum
Artist:  Grafik Studio Krüger, Cathleen Quinn-Kinney, John Kovalic
Publishers:  Out of the Box Publishing,  Schmidt Spiele
Players: 2 - 4
Game Length:  30 minutes
Ages: 10 and up
Mechanic:  Hand Management, Set Collection

Picture Credits:  from www.boardgamegeek.com - W. Eric Martin (W Eric Martin) Andreas Resch (Gonzaga), Dede Kurnia Kardiman (ddkk),  Mike Hulsebus (mikehulsebus), David Namaksy (Geosmores),  Mike Hulsebus (mikehulsebus),  Chris Fenwick (fenwic,  Ryan Mayes (Malaiser), Mike Hulsebus (mikehulsebus)(2)

Thanks for sharing your beautiful photographs!